OpenSceneGraph/doc/doc++/osg/BoundingBox.html
2001-09-19 21:19:47 +00:00

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<TITLE>class SG_EXPORT osg::BoundingBox</TITLE>
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::BoundingBox</A></H2></H2><BLOCKQUOTE>General purpose axis-aligned bounding box class for enclosing objects/vertices.</BLOCKQUOTE>
<HR>
<DL>
<P><DL>
<DT><H3>Public Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.3.1">_min</A></B>
<DD><I>The corner with the smallest values for each coordinate of the bounding box</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.3.2">_max</A></B>
<DD><I>The corner with the largest values for each coordinate of the bounding box</I>
</DL></P>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.3.3">BoundingBox</A></B>()
<DD><I>construct to invalid values to represent an unset bounding box</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.3.4">init</A></B>()
<DD><I>initialize to invalid values to represent an unset bounding box</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.3.5">isValid</A></B>() const
<DD><I>return true if the bounding box contains valid values, false if the bounding box is effectively unset/empty</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.3.6">xMin</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.7">xMin</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.3.8">yMin</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.9">yMin</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.3.10">zMin</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.11">zMin</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.3.12">xMax</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.13">xMax</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.3.14">yMax</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.15">yMax</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.3.16">zMax</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.17">zMax</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.3.18">center</A></B>() const
<DD><I>Calculate and return the center of the bounding box</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.19">radius</A></B>() const
<DD><I>Calculate and return the radius of the bounding box</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.20">radius2</A></B>() const
<DD><I>Calculate and return the radius squared of the bounding box.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.3.21">corner</A></B>(unsigned int pos) const
<DD><I>return the corner of the bounding box.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.3.22">expandBy</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v)
<DD><I>If the vertex is outwith the box expand to ecompass vertex.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.3.23">expandBy</A></B>(const <!1><A HREF="BoundingBox.html">BoundingBox</A>&amp; bb)
<DD><I>If incomming box is outwith the box expand to ecompass incomming box.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.3.24">expandBy</A></B>(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; sh)
<DD><I>If incomming sphere is outwith the box expand to ecompass incomming sphere.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.3.25">contains</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v) const
<DD><I>return true is vertex v is within the box</I>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>General purpose axis-aligned bounding box class for enclosing objects/vertices.
Used to bounding the leaf objects in the scene,
i.e. osg::GeoSet's to assist in view frustum culling etc.</BLOCKQUOTE>
<DL>
<A NAME="_min"></A>
<A NAME="DOC.2.3.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _min</B></TT>
<DD>The corner with the smallest values for each coordinate of the
bounding box
<DL><DT><DD></DL><P>
<A NAME="_max"></A>
<A NAME="DOC.2.3.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _max</B></TT>
<DD>The corner with the largest values for each coordinate of the
bounding box
<DL><DT><DD></DL><P>
<A NAME="BoundingBox"></A>
<A NAME="DOC.2.3.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> BoundingBox()</B></TT>
<DD>construct to invalid values to represent an unset bounding box
<DL><DT><DD></DL><P>
<A NAME="init"></A>
<A NAME="DOC.2.3.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void init()</B></TT>
<DD>initialize to invalid values to represent an unset bounding box
<DL><DT><DD></DL><P>
<A NAME="isValid"></A>
<A NAME="DOC.2.3.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool isValid() const </B></TT>
<DD>return true if the bounding box contains valid values,
false if the bounding box is effectively unset/empty
<DL><DT><DD></DL><P>
<A NAME="xMin"></A>
<A NAME="DOC.2.3.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; xMin()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="xMin"></A>
<A NAME="DOC.2.3.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float xMin() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="yMin"></A>
<A NAME="DOC.2.3.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; yMin()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="yMin"></A>
<A NAME="DOC.2.3.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float yMin() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="zMin"></A>
<A NAME="DOC.2.3.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; zMin()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="zMin"></A>
<A NAME="DOC.2.3.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float zMin() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="xMax"></A>
<A NAME="DOC.2.3.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; xMax()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="xMax"></A>
<A NAME="DOC.2.3.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float xMax() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="yMax"></A>
<A NAME="DOC.2.3.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; yMax()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="yMax"></A>
<A NAME="DOC.2.3.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float yMax() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="zMax"></A>
<A NAME="DOC.2.3.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; zMax()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="zMax"></A>
<A NAME="DOC.2.3.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float zMax() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="center"></A>
<A NAME="DOC.2.3.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A> center() const </B></TT>
<DD>Calculate and return the center of the bounding box
<DL><DT><DD></DL><P>
<A NAME="radius"></A>
<A NAME="DOC.2.3.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float radius() const </B></TT>
<DD>Calculate and return the radius of the bounding box
<DL><DT><DD></DL><P>
<A NAME="radius2"></A>
<A NAME="DOC.2.3.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float radius2() const </B></TT>
<DD>Calculate and return the radius squared of the bounding box.
Note, radius2() is faster to calculate than radius().
<DL><DT><DD></DL><P>
<A NAME="corner"></A>
<A NAME="DOC.2.3.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A> corner(unsigned int pos) const </B></TT>
<DD>return the corner of the bounding box.
Position (pos) is specfied by a number between 0 and 7,
the first bit toggles between x min and x max, second
bit toggles between y min and y max, third bit toggles
between z min and z max.
<DL><DT><DD></DL><P>
<A NAME="expandBy"></A>
<A NAME="DOC.2.3.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void expandBy(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v)</B></TT>
<DD>If the vertex is outwith the box expand to ecompass vertex.
If this box is empty then move set this box's min max to vertex.
<DL><DT><DD></DL><P>
<A NAME="expandBy"></A>
<A NAME="DOC.2.3.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void expandBy(const <!1><A HREF="BoundingBox.html">BoundingBox</A>&amp; bb)</B></TT>
<DD>If incomming box is outwith the box expand to ecompass incomming box.
If this box is empty then move set this box to incomming box.
<DL><DT><DD></DL><P>
<A NAME="expandBy"></A>
<A NAME="DOC.2.3.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void expandBy(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; sh)</B></TT>
<DD>If incomming sphere is outwith the box expand to ecompass incomming sphere.
If this box is empty then move set this box to encompass the sphere.
<DL><DT><DD></DL><P>
<A NAME="contains"></A>
<A NAME="DOC.2.3.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool contains(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v) const </B></TT>
<DD>return true is vertex v is within the box
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
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